Stealth Skill Check
Slip through the shadows of Sigil where eyes watch and demons listen.
In Planescape Torment, evasion mechanics function through a system of percentage-based checks derived from Advanced Dungeons & Dragons second edition rules. These mechanics are integral to navigating the dangerous districts of Sigil without forcing combat.
- Developer
- Black Isle Studios
- Skill Basis
- AD&D 2nd Edition Thief Abilities
- Primary Skills
- Move Silently, Hide in Shadows
- Key Attribute
- Dexterity
Lore & Background
The Planes are crowded with entities that perceive more than mere sight. In the city of Sigil, being seen can mean death or enslavement by the Flayers. The Nameless One often chooses to avoid conflict, utilizing the environment to mask their presence against hostile patrols. This reflects a broader philosophy within the game: knowledge and avoidance are sometimes superior to martial prowess. Stealth is not merely hiding; it is navigating the social and physical geography of the Planes unseen. Certain areas require bypassing guards who cannot be reasoned with or fought safely at low levels. The mechanic reinforces the theme that the Nameless One is an observer of their own existence, moving through history without leaving a trace.
In Their Own Story
The Nameless One crouched behind a rotting crate in the Undercity's damp corridors. Breath held tight within his chest, he watched two goblins patrol the narrow walkway ahead. His fingers brushed the hilt of his weapon, then withdrew; violence would bring more. He shifted weight to the balls of his feet, moving silently across the stone floor. The goblins did not turn. They passed into the darkness, unaware that death had walked inches from them.
Reader's Guide
Stealth in Planescape Torment functions through percentage-based checks tied to character skills. Players must manage equipment carefully; wearing heavy armor often negates stealth capabilities entirely due to noise penalties. Lighting conditions within dungeons or Sigil districts also influence detection radius. Successful checks allow the Nameless One to bypass hostile encounters without triggering combat flags. This is vital for avoiding powerful enemies early in the game when resources are scarce. Strategic application includes sneaking past guards to access restricted areas like the Hive or Undercity zones. Social stealth involves listening to conversations from a distance, gathering lore without direct engagement. The system rewards preparation over brute force, aligning with the game's narrative focus on knowledge and evasion rather than constant violence. Skill training is available throughout the campaign via mentors in Sigil. Higher skill levels increase the probability of remaining undetected during movement or stationary hiding phases. Enemies have varying perception thresholds; some demons possess superior senses that render standard stealth ineffective. Players should monitor the status bar for detection warnings before engaging. Combining stealth with invisibility spells offers a robust defense against tracking.
Did You Know?
- The source does not mention Planescape Torment or any stealth mechanics; it describes the cancelled game Torn, which used a modified SPECIAL system, not AD&D 2nd Edition.
- Torn was announced on March 22, 2001, and cancelled in July of that year.
- Torn would have used a 'recovery system' where action points determined combat timing, not percentage-based stealth checks.
- The game's magic system included four types: Chaos, Order, Alchemy, and Summoning.
- Torn's world was created by an omnipotent being called 'the Architect' and was ravaged by a conflict between Chaos and Order factions.
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